I don't understand how RuneScape managed to get the traction it did. 2004 was the same year World of Warcraft came out!
2004 RuneScape fit a multiplayer RPG into 56k dial-up
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Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#12I don't understand how RuneScape managed to get the traction it did. 2004 was the same year World of Warcraft came out!
It was free to play when that wasn’t a popular financial model for games at the time. The memberships were also much cheaper than WoW and accepted different payment methods that would be more available to minors at the time.
Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#13How come the client sends waypoints rather than just the destination? Naively it seems like sending less data would be better. Is the pathfinding so expensive that you'd want to avoid doing it on the server? I suppose it works out as long as it's cheap to validate/correct the client's path?
Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#14> Before any networking occurs, the client runs a breadth-first search using the local collision map to build a path from where you are to where you clicked, and then writes the packet for the server to read. [...] The packet contains the absolute position of the first waypoint in the path, followed by the delta of each waypoint in the path against the first one How come the client sends waypoints rather than just th…
Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#15Earlier quoted context omitted.
It was free to play when that wasn’t a popular financial model for games at the time. The memberships were also much cheaper than WoW and accepted different payment methods that would be more available to minors at the time.
Also no need to install or commit to a guild or clan or whatever. You could just log in, screw around for an hour or ten, and log off. Then log in again from somewhere else. It was miraculous for a kid like me.
Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#16I don't understand how RuneScape managed to get the traction it did. 2004 was the same year World of Warcraft came out!
2004 runescape, now "old school runescape", which is actually successor 2001 Runescape "Classic", were both playable in a browser.
and my (parent's) PC couldn't even install, let alone run WoW. despite me trying with all my might.
so I'm sure I wasn't alone.
it was absolutely magical to me.
Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#17> Before any networking occurs, the client runs a breadth-first search using the local collision map to build a path from where you are to where you clicked, and then writes the packet for the server to read. [...] The packet contains the absolute position of the first waypoint in the path, followed by the delta of each waypoint in the path against the first one How come the client sends waypoints rather than just th…
It's also possible they could have made it work, and it would have been a technical win, but just didn't need to since they had an MVP.
Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#18I don't understand how RuneScape managed to get the traction it did. 2004 was the same year World of Warcraft came out!
MapleStory was also quite popular back then for similar reasons.
Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#19Re: 2004 RuneScape fit a multiplayer RPG into 56k dial-up
#20I don't understand how RuneScape managed to get the traction it did. 2004 was the same year World of Warcraft came out!
in addition to what others said... 2004 runescape, now "old school runescape", which is actually successor 2001 Runescape "Classic", were both playable in a browser. and my (parent's) PC couldn't even install, let alone run WoW. despite me trying with all my might. so I'm sure I wasn't alone. it was absolutely magical to me.
Meanwhile, WoW had to be installed, took a fairly large amount of space (I remember 14gb on my 28gb HDD), and Ironforge ran like garbage on my PC.